Mazmorra de Pandala

Elemental Heart of Pandala

This dungeon changes elements depending on the day: air, fire, water or earth. The base mechanics are the same, but resistances and Damage change.

Nv. 200+Medium corundums
View strategy Dungeon monsters
Resumen

Key data

Recommended level200+
AreaPandala
BossRangemore molten elementals
Suggested group1 - 4 players
DifficultyMedium
Familycorundums
Key / requirementKey from Elemental Heart of Pandala

Present monsters

Vitalidad PA PM Tierra Aire Fuego Agua Neutral
189

Aerial Primitive Fungi

Damage
De 4700 a 5100PdV 12PA 20PM

Key resistances

+16% +60% -20% +21% +25%

Important drops

Air Elemental Artefact 100 % Air Elemental Artefact 15 %
189

Aquatic Primitive Fungi

Damage
De 4700 a 5100PdV 12PA 10PM

Key resistances

-20% +16% +21% +60% +25%

Important drops

Water Elemental Artefact 100 % Water Elemental Artefact 15 %
189

Incandescent Primitive Fungi

Damage
De 4700 a 5100PdV 12PA 10PM

Key resistances

+16% +21% +60% -20% +25%

Important drops

Fire Elemental Artefact 100 % Fire Elemental Artefact 15 %
189

Earthly Primitive Fungi

Damage
De 4700 a 5100PdV 12PA 10PM

Key resistances

+60% -20% +16% +21% +25%

Important drops

Earth Elemental Artefact 100 % Earth Elemental Artefact 15 %
190

Aerial Crystal Golem

Damage
De 5200 a 5600PdV 12PA 4PM

Key resistances

+21% +60% -20% +25% +16%

Important drops

Air Elemental Artefact 100 % Air Elemental Artefact 15 %
190

Aquatic Crystal Golem

Damage
De 5200 a 5600PdV 12PA 4PM

Key resistances

-20% +25% +21% +60% +16%

Important drops

Water Elemental Artefact 100 % Water Elemental Artefact 15 %
190

Incandescence Crystal Golem

Damage
De 5200 a 5600PdV 12PA 4PM

Key resistances

+21% +25% +60% -20% +16%

Important drops

Fire Elemental Artefact 100 % Fire Elemental Artefact 15 %
190

Earthly Crystal Golem

Damage
De 5200 a 5600PdV 12PA 4PM

Key resistances

+60% -20% +21% +25% +16%

Important drops

Earth Elemental Artefact 100 % Earth Elemental Artefact 15 %
191

Aerial Rock of Plenty

Damage
De 5000 a 5400PdV 12PA 7PM

Key resistances

+25% +60% -20% +16% +21%

Important drops

Air Elemental Artefact 100 % Air Elemental Artefact 15 %
191

Aquatic Rock of Plenty

Damage
De 5000 a 5400PdV 12PA 7PM

Key resistances

-20% +16% +25% +60% +21%

Important drops

Water Elemental Artefact 100 % Water Elemental Artefact 15 %
191

Incandescent Rock of Plenty

Damage
De 5000 a 5400PdV 12PA 7PM

Key resistances

+25% +16% +60% -20% +21%

Important drops

Fire Elemental Artefact 100 % Fire Elemental Artefact 15 %
191

Earthly Rock of Plenty

Damage
De 5000 a 5400PdV 12PA 7PM

Key resistances

+60% -20% +25% +16% +21%

Important drops

Earth Elemental Artefact 100 % Earth Elemental Artefact 15 %
200
Dungeon boss

Molten Aerial Soul

Control

Characteristics

12000PdV 18PA 5PM

Key resistances

+20% +60% -20% +20% +20%

Important drops

Air Elemental Artefact 100 %
200
Dungeon boss

Molten Aquatic Soul

Control

Characteristics

12000PdV 18PA 5PM

Key resistances

-20% +20% +20% +60% +20%

Important drops

Water Elemental Artefact 100 %
200
Dungeon boss

Molten Incandescent Soul

Control

Characteristics

12000PdV 18PA 5PM

Key resistances

+20% +20% +60% -20% +20%

Important drops

Fire Elemental Artefact 100 %
200
Dungeon boss

Molten Earthly Soul

Control

Characteristics

12000PdV 18PA 5PM

Key resistances

+60% -20% +20% +20% +20%

Important drops

Earth Elemental Artefact 100 %

Boss spells

Mystical Crushing

1 - 2 range 4 PA 35% GC Point target
Effect
  • Steals 51 to 60 HP (Air)
  • state 42 (1 turn)
  • 10% Erosion (2 turns)
Critical
  • Steals 65 HP (Air)
  • state 42 (1 turn)
  • 15% Erosion (2 turns)
No line of sightPer turn: 2Per objective: 1

Elemental Impact

1 - 7 range 4 PA 35% GC Point target
Effect
  • 3% of attacker's missing HP (Air damage)
  • Damage: 30 to 40 (Air)
  • Roba 1 MP (1 turn)
Critical
  • 5% of attacker's missing HP (Air damage)
  • Damage: 45 (Air)
  • Roba 1 MP (1 turn)
Requires line of sightPer turn: 2Per objective: 1

Elemental Force

4 - 12 range 4 PA 35% GC Special area
Effect
  • Damage: 40 to 45 (Air)
  • state 7 (1 turn)
  • 1000 Vitality (3 turns)
Critical
  • Damage: 50 (Air)
  • state 7 (1 turn)
  • 1500 Vitality (3 turns)
No line of sightPer turn: 1

Tactical view: Molten Aerial Soul

No spell selected · Clean map

Move boss · Player out of zone
Range Area Player Danger
Molten Aerial Soul Player

Boss spells

Elemental Force

4 - 12 range 4 PA 35% GC Special area
Effect
  • Damage: 40 to 45 (Water)
  • state 7 (1 turn)
  • 1000 Vitality (3 turns)
Critical
  • Damage: 50 (Water)
  • state 7 (1 turn)
  • 1500 Vitality (3 turns)
No line of sightPer turn: 1

Mystical Crushing

1 - 2 range 4 PA 35% GC Point target
Effect
  • Steals 51 to 60 HP (Water)
  • state 42 (1 turn)
  • 10% Erosion (2 turns)
Critical
  • Steals 65 HP (Water)
  • state 42 (1 turn)
  • 15% Erosion (2 turns)
No line of sightPer turn: 2Per objective: 1

Elemental Impact

1 - 7 range 4 PA 35% GC Point target
Effect
  • 3% of attacker's missing HP (Water damage)
  • Damage: 30 to 40 (Water)
  • Roba 1 MP (1 turn)
Critical
  • 5% of attacker's missing HP (Water damage)
  • Damage: 45 (Water)
  • Roba 1 MP (1 turn)
Requires line of sightPer turn: 2Per objective: 1

Tactical view: Molten Aquatic Soul

No spell selected · Clean map

Move boss · Player out of zone
Range Area Player Danger
Molten Aquatic Soul Player

Boss spells

Elemental Force

4 - 12 range 4 PA 35% GC Special area
Effect
  • Damage: 40 to 45 (Fire)
  • state 7 (1 turn)
  • 1000 Vitality (3 turns)
Critical
  • Damage: 50 (Fire)
  • state 7 (1 turn)
  • 1500 Vitality (3 turns)
No line of sightPer turn: 1

Mystical Crushing

1 - 2 range 4 PA 35% GC Point target
Effect
  • Steals 51 to 60 HP (Fire)
  • state 42 (1 turn)
  • 10% Erosion (2 turns)
Critical
  • Steals 65 HP (Fire)
  • state 42 (1 turn)
  • 15% Erosion (2 turns)
No line of sightPer turn: 2Per objective: 1

Elemental Impact

1 - 7 range 4 PA 35% GC Point target
Effect
  • 3% of attacker's missing HP (Fire damage)
  • Damage: 30 to 40 (Fire)
  • Roba 1 MP (1 turn)
Critical
  • 5% of attacker's missing HP (Fire damage)
  • Damage: 45 (Fire)
  • Roba 1 MP (1 turn)
Requires line of sightPer turn: 2Per objective: 1

Tactical view: Molten Incandescent Soul

No spell selected · Clean map

Move boss · Player out of zone
Range Area Player Danger
Molten Incandescent Soul Player

Boss spells

Elemental Force

4 - 12 range 4 PA 35% GC Special area
Effect
  • Damage: 40 to 45 (Earth)
  • state 7 (1 turn)
  • 1000 Vitality (3 turns)
Critical
  • Damage: 50 (Earth)
  • state 7 (1 turn)
  • 1500 Vitality (3 turns)
No line of sightPer turn: 1

Mystical Crushing

1 - 2 range 4 PA 35% GC Point target
Effect
  • Steals 51 to 60 HP (Earth)
  • state 42 (1 turn)
  • 10% Erosion (2 turns)
Critical
  • Steals 65 HP (Earth)
  • state 42 (1 turn)
  • 15% Erosion (2 turns)
No line of sightPer turn: 2Per objective: 1

Elemental Impact

1 - 7 range 4 PA 35% GC Point target
Effect
  • 3% of attacker's missing HP (Earth damage)
  • Damage: 30 to 40 (Earth)
  • Roba 1 MP (1 turn)
Critical
  • 5% of attacker's missing HP (Earth damage)
  • Damage: 45 (Earth)
  • Roba 1 MP (1 turn)
Requires line of sightPer turn: 2Per objective: 1

Tactical view: Molten Earthly Soul

No spell selected · Clean map

Move boss · Player out of zone
Range Area Player Danger
Molten Earthly Soul Player
Guía táctica

Strategy

1 Before entering: This dungeon changes elements depending on the day: air, fire, water or earth. The base mechanics are the same, but resistances and Damage change. It involves positioning, control of MP and great care with the lines and diagonals of the elemental hearts.
2 Room 1: Rock of abundance is usually a priority. Heals, gives MP to allies, adds erosion, and makes the fight longer if you leave her alive. If you want a clean room, start there.
3 Room 2: The Crystal Golem is slow, but can get dangerous if it reaches 15 AP. Don't let him accumulate comfortable shifts. If he approaches you, control MP or push him away before he activates his killing blow.
4 Boss: What does molten elemental Rangema do?: The boss starts invulnerable and is heavy. Range start summons four elemental hearts. If a player is in a line or diagonal with a heart and takes damage, they may die from Rangeunfortunate injury. Furthermore, the hearts exchange positions in a cycle. That matters a lot to place the boss.
5 How to remove vulnerability: For remove invulnerability, the boss must **end his turn 2 squares from the heart of his same element**. If the boss is Molten Aquatic Soul, he should end up near the water heart. If it is Molten Earthly Soul, close to the heart of the earth, and so on with each variant. Eye: Hearts can swap positions at the start of the boss's turn. If it's time to exchange, place the boss close to the heart that will occupy the correct position, not just where it is now.
6 extra: The typical mistake is to stay aligned with a heart while someone takes damage. Don't play automatic. Look at hearts, lines and diagonals every turn. Here the fight is won more with map than with raw damage.
Progreso

Associated achievements

Heart Excavation Emote Scroll: Elemental

Heart Excavation Emote Scroll: Elemental

10 pts

Defeat Elemental Heart of Pandala in his dungeon.

Heart Emote Scroll: Elemental (Last position)

Heart Emote Scroll: Elemental (Last position)

10 pts

Beat the boss in last position.

Heart Emote Scroll: Elemental (Sticky)

Heart Emote Scroll: Elemental (Sticky)

10 pts

Beat the boss as a team.

Heart Emote Scroll: Elemental (Duo)

Heart Emote Scroll: Elemental (Duo)

20 pts

Defeat the boss with a maximum of 2 characters and in less than 20 turns.